Urho3D/Source/Samples/39_CrowdNavigation/CrowdNavigation.cpp
2021-07-17 16:43:46 +00:00

650 lines
27 KiB
C++

//
// Copyright (c) 2008-2021 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/AnimatedModel.h>
#include <Urho3D/Graphics/AnimationController.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/DebugRenderer.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Light.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Navigation/CrowdAgent.h>
#include <Urho3D/Navigation/DynamicNavigationMesh.h>
#include <Urho3D/Navigation/Navigable.h>
#include <Urho3D/Navigation/NavigationEvents.h>
#include <Urho3D/Navigation/Obstacle.h>
#include <Urho3D/Navigation/OffMeshConnection.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include "CrowdNavigation.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(CrowdNavigation)
CrowdNavigation::CrowdNavigation(Context* context) :
Sample(context)
{
}
void CrowdNavigation::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to the frame update and render post-update events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_ABSOLUTE);
}
void CrowdNavigation::CreateScene()
{
auto* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
auto* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
auto* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
auto* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create randomly sized boxes. If boxes are big enough, make them occluders
Node* boxGroup = scene_->CreateChild("Boxes");
for (unsigned i = 0; i < 20; ++i)
{
Node* boxNode = boxGroup->CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
boxNode->SetScale(size);
auto* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
boxObject->SetCastShadows(true);
if (size >= 3.0f)
boxObject->SetOccluder(true);
}
// Create a DynamicNavigationMesh component to the scene root
auto* navMesh = scene_->CreateComponent<DynamicNavigationMesh>();
// Set small tiles to show navigation mesh streaming
navMesh->SetTileSize(32);
// Enable drawing debug geometry for obstacles and off-mesh connections
navMesh->SetDrawObstacles(true);
navMesh->SetDrawOffMeshConnections(true);
// Set the agent height large enough to exclude the layers under boxes
navMesh->SetAgentHeight(10.0f);
// Set nav mesh cell height to minimum (allows agents to be grounded)
navMesh->SetCellHeight(0.05f);
// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
scene_->CreateComponent<Navigable>();
// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
// in the scene and still update the mesh correctly
navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
// it will use renderable geometry instead
navMesh->Build();
// Create an off-mesh connection to each box to make them climbable (tiny boxes are skipped). A connection is built from 2 nodes.
// Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
// Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
CreateBoxOffMeshConnections(navMesh, boxGroup);
// Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
for (unsigned i = 0; i < 100; ++i)
CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
// Create a CrowdManager component to the scene root
auto* crowdManager = scene_->CreateComponent<CrowdManager>();
CrowdObstacleAvoidanceParams params = crowdManager->GetObstacleAvoidanceParams(0);
// Set the params to "High (66)" setting
params.velBias = 0.5f;
params.adaptiveDivs = 7;
params.adaptiveRings = 3;
params.adaptiveDepth = 3;
crowdManager->SetObstacleAvoidanceParams(0, params);
// Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
CreateMovingBarrels(navMesh);
// Create Jack node as crowd agent
SpawnJack(Vector3(-5.0f, 0.0f, 20.0f), scene_->CreateChild("Jacks"));
// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
// we want it to be unaffected by scene load / save
cameraNode_ = new Node(context_);
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane and looking down
cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
pitch_ = 80.0f;
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}
void CrowdNavigation::CreateUI()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
auto* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Construct new Text object, set string to display and font to use
instructionText_ = ui->GetRoot()->CreateChild<Text>();
instructionText_->SetText(
"Use WASD keys to move, RMB to rotate view\n"
"LMB to set destination, SHIFT+LMB to spawn a Jack\n"
"MMB or O key to add obstacles or remove obstacles/agents\n"
"F5 to save scene, F7 to load\n"
"Tab to toggle navigation mesh streaming\n"
"Space to toggle debug geometry\n"
"F12 to toggle this instruction text"
);
instructionText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText_->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText_->SetHorizontalAlignment(HA_CENTER);
instructionText_->SetVerticalAlignment(VA_CENTER);
instructionText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void CrowdNavigation::SetupViewport()
{
auto* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void CrowdNavigation::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CrowdNavigation, HandleUpdate));
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(CrowdNavigation, HandlePostRenderUpdate));
// Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
// use a larger extents for finding a point on the navmesh to fix the agent's position
SubscribeToEvent(E_CROWD_AGENT_FAILURE, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFailure));
// Subscribe HandleCrowdAgentReposition() function for controlling the animation
SubscribeToEvent(E_CROWD_AGENT_REPOSITION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentReposition));
// Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
SubscribeToEvent(E_CROWD_AGENT_FORMATION, URHO3D_HANDLER(CrowdNavigation, HandleCrowdAgentFormation));
}
void CrowdNavigation::SpawnJack(const Vector3& pos, Node* jackGroup)
{
auto* cache = GetSubsystem<ResourceCache>();
SharedPtr<Node> jackNode(jackGroup->CreateChild("Jack"));
jackNode->SetPosition(pos);
auto* modelObject = jackNode->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(true);
jackNode->CreateComponent<AnimationController>();
// Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
auto* agent = jackNode->CreateComponent<CrowdAgent>();
agent->SetHeight(2.0f);
agent->SetMaxSpeed(3.0f);
agent->SetMaxAccel(5.0f);
}
void CrowdNavigation::CreateMushroom(const Vector3& pos)
{
auto* cache = GetSubsystem<ResourceCache>();
Node* mushroomNode = scene_->CreateChild("Mushroom");
mushroomNode->SetPosition(pos);
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(2.0f + Random(0.5f));
auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
mushroomObject->SetCastShadows(true);
// Create the navigation Obstacle component and set its height & radius proportional to scale
auto* obstacle = mushroomNode->CreateComponent<Obstacle>();
obstacle->SetRadius(mushroomNode->GetScale().x_);
obstacle->SetHeight(mushroomNode->GetScale().y_);
}
void CrowdNavigation::CreateBoxOffMeshConnections(DynamicNavigationMesh* navMesh, Node* boxGroup)
{
const Vector<SharedPtr<Node> >& boxes = boxGroup->GetChildren();
for (unsigned i=0; i < boxes.Size(); ++i)
{
Node* box = boxes[i];
Vector3 boxPos = box->GetPosition();
float boxHalfSize = box->GetScale().x_ / 2;
// Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
Node* connectionStart = box->CreateChild("ConnectionStart");
connectionStart->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0))); // Base of box
Node* connectionEnd = connectionStart->CreateChild("ConnectionEnd");
connectionEnd->SetWorldPosition(navMesh->FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0))); // Top of box
// Create the OffMeshConnection component to one node and link the other node
auto* connection = connectionStart->CreateComponent<OffMeshConnection>();
connection->SetEndPoint(connectionEnd);
}
}
void CrowdNavigation::CreateMovingBarrels(DynamicNavigationMesh* navMesh)
{
auto* cache = GetSubsystem<ResourceCache>();
Node* barrel = scene_->CreateChild("Barrel");
auto* model = barrel->CreateComponent<StaticModel>();
model->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
auto* material = cache->GetResource<Material>("Materials/StoneTiled.xml");
model->SetMaterial(material);
material->SetTexture(TU_DIFFUSE, cache->GetResource<Texture2D>("Textures/TerrainDetail2.dds"));
model->SetCastShadows(true);
for (unsigned i = 0; i < 20; ++i)
{
Node* clone = barrel->Clone();
float size = 0.5f + Random(1.0f);
clone->SetScale(Vector3(size / 1.5f, size * 2.0f, size / 1.5f));
clone->SetPosition(navMesh->FindNearestPoint(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)));
auto* agent = clone->CreateComponent<CrowdAgent>();
agent->SetRadius(clone->GetScale().x_ * 0.5f);
agent->SetHeight(size);
agent->SetNavigationQuality(NAVIGATIONQUALITY_LOW);
}
barrel->Remove();
}
void CrowdNavigation::SetPathPoint(bool spawning)
{
Vector3 hitPos;
Drawable* hitDrawable;
if (Raycast(250.0f, hitPos, hitDrawable))
{
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
Node* jackGroup = scene_->GetChild("Jacks");
if (spawning)
// Spawn a jack at the target position
SpawnJack(pathPos, jackGroup);
else
// Set crowd agents target position
scene_->GetComponent<CrowdManager>()->SetCrowdTarget(pathPos, jackGroup);
}
}
void CrowdNavigation::AddOrRemoveObject()
{
// Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
Vector3 hitPos;
Drawable* hitDrawable;
if (Raycast(250.0f, hitPos, hitDrawable))
{
Node* hitNode = hitDrawable->GetNode();
// Note that navmesh rebuild happens when the Obstacle component is removed
if (hitNode->GetName() == "Mushroom")
hitNode->Remove();
else if (hitNode->GetName() == "Jack")
hitNode->Remove();
else
CreateMushroom(hitPos);
}
}
bool CrowdNavigation::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
{
hitDrawable = nullptr;
auto* ui = GetSubsystem<UI>();
IntVector2 pos = ui->GetCursorPosition();
// Check the cursor is visible and there is no UI element in front of the cursor
if (!ui->GetCursor()->IsVisible() || ui->GetElementAt(pos, true))
return false;
pos = ui->ConvertUIToSystem(pos);
auto* graphics = GetSubsystem<Graphics>();
auto* camera = cameraNode_->GetComponent<Camera>();
Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
// Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
PODVector<RayQueryResult> results;
RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
scene_->GetComponent<Octree>()->RaycastSingle(query);
if (results.Size())
{
RayQueryResult& result = results[0];
hitPos = result.position_;
hitDrawable = result.drawable_;
return true;
}
return false;
}
void CrowdNavigation::MoveCamera(float timeStep)
{
// Right mouse button controls mouse cursor visibility: hide when pressed
auto* ui = GetSubsystem<UI>();
auto* input = GetSubsystem<Input>();
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
// Do not move if the UI has a focused element (the console)
if (ui->GetFocusElement())
return;
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
// Only move the camera when the cursor is hidden
if (!ui->GetCursor()->IsVisible())
{
IntVector2 mouseMove = input->GetMouseMove();
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input->GetKeyDown(KEY_W))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Set destination or spawn a new jack with left mouse button
if (input->GetMouseButtonPress(MOUSEB_LEFT))
SetPathPoint(input->GetQualifierDown(QUAL_SHIFT));
// Add new obstacle or remove existing obstacle/agent with middle mouse button
else if (input->GetMouseButtonPress(MOUSEB_MIDDLE) || input->GetKeyPress(KEY_O))
AddOrRemoveObject();
// Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
if (input->GetKeyPress(KEY_F5))
{
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
scene_->SaveXML(saveFile);
}
else if (input->GetKeyPress(KEY_F7))
{
File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
scene_->LoadXML(loadFile);
}
// Toggle debug geometry with space
else if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
// Toggle instruction text with F12
else if (input->GetKeyPress(KEY_F12))
{
if (instructionText_)
instructionText_->SetVisible(!instructionText_->IsVisible());
}
}
void CrowdNavigation::ToggleStreaming(bool enabled)
{
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
if (enabled)
{
int maxTiles = (2 * streamingDistance_ + 1) * (2 * streamingDistance_ + 1);
BoundingBox boundingBox = navMesh->GetBoundingBox();
SaveNavigationData();
navMesh->Allocate(boundingBox, maxTiles);
}
else
navMesh->Build();
}
void CrowdNavigation::UpdateStreaming()
{
// Center the navigation mesh at the crowd of jacks
Vector3 averageJackPosition;
if (Node* jackGroup = scene_->GetChild("Jacks"))
{
const unsigned numJacks = jackGroup->GetNumChildren();
for (unsigned i = 0; i < numJacks; ++i)
averageJackPosition += jackGroup->GetChild(i)->GetWorldPosition();
averageJackPosition /= (float)numJacks;
}
// Compute currently loaded area
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
const IntVector2 jackTile = navMesh->GetTileIndex(averageJackPosition);
const IntVector2 numTiles = navMesh->GetNumTiles();
const IntVector2 beginTile = VectorMax(IntVector2::ZERO, jackTile - IntVector2::ONE * streamingDistance_);
const IntVector2 endTile = VectorMin(jackTile + IntVector2::ONE * streamingDistance_, numTiles - IntVector2::ONE);
// Remove tiles
for (HashSet<IntVector2>::Iterator i = addedTiles_.Begin(); i != addedTiles_.End();)
{
const IntVector2 tileIdx = *i;
if (beginTile.x_ <= tileIdx.x_ && tileIdx.x_ <= endTile.x_ && beginTile.y_ <= tileIdx.y_ && tileIdx.y_ <= endTile.y_)
++i;
else
{
navMesh->RemoveTile(tileIdx);
i = addedTiles_.Erase(i);
}
}
// Add tiles
for (int z = beginTile.y_; z <= endTile.y_; ++z)
for (int x = beginTile.x_; x <= endTile.x_; ++x)
{
const IntVector2 tileIdx(x, z);
if (!navMesh->HasTile(tileIdx) && tileData_.Contains(tileIdx))
{
addedTiles_.Insert(tileIdx);
navMesh->AddTile(tileData_[tileIdx]);
}
}
}
void CrowdNavigation::SaveNavigationData()
{
auto* navMesh = scene_->GetComponent<DynamicNavigationMesh>();
tileData_.Clear();
addedTiles_.Clear();
const IntVector2 numTiles = navMesh->GetNumTiles();
for (int z = 0; z < numTiles.y_; ++z)
for (int x = 0; x <= numTiles.x_; ++x)
{
const IntVector2 tileIdx = IntVector2(x, z);
tileData_[tileIdx] = navMesh->GetTileData(tileIdx);
}
}
void CrowdNavigation::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Update streaming
auto* input = GetSubsystem<Input>();
if (input->GetKeyPress(KEY_TAB))
{
useStreaming_ = !useStreaming_;
ToggleStreaming(useStreaming_);
}
if (useStreaming_)
UpdateStreaming();
}
void CrowdNavigation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
if (drawDebug_)
{
// Visualize navigation mesh, obstacles and off-mesh connections
scene_->GetComponent<DynamicNavigationMesh>()->DrawDebugGeometry(true);
// Visualize agents' path and position to reach
scene_->GetComponent<CrowdManager>()->DrawDebugGeometry(true);
}
}
void CrowdNavigation::HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
{
using namespace CrowdAgentFailure;
auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
auto agentState = (CrowdAgentState)eventData[P_CROWD_AGENT_STATE].GetInt();
// If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
if (agentState == CA_STATE_INVALID)
{
// Get a point on the navmesh using more generous extents
Vector3 newPos = scene_->GetComponent<DynamicNavigationMesh>()->FindNearestPoint(node->GetPosition(), Vector3(5.0f, 5.0f, 5.0f));
// Set the new node position, CrowdAgent component will automatically reset the state of the agent
node->SetPosition(newPos);
}
}
void CrowdNavigation::HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
{
static const char* WALKING_ANI = "Models/Jack_Walk.ani";
using namespace CrowdAgentReposition;
auto* node = static_cast<Node*>(eventData[P_NODE].GetPtr());
auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
Vector3 velocity = eventData[P_VELOCITY].GetVector3();
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Only Jack agent has animation controller
auto* animCtrl = node->GetComponent<AnimationController>();
if (animCtrl)
{
float speed = velocity.Length();
if (animCtrl->IsPlaying(WALKING_ANI))
{
float speedRatio = speed / agent->GetMaxSpeed();
// Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
node->SetRotation(node->GetRotation().Slerp(Quaternion(Vector3::FORWARD, velocity), 10.0f * timeStep * speedRatio));
// Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
animCtrl->SetSpeed(WALKING_ANI, speedRatio * 1.5f);
}
else
animCtrl->Play(WALKING_ANI, 0, true, 0.1f);
// If speed is too low then stop the animation
if (speed < agent->GetRadius())
animCtrl->Stop(WALKING_ANI, 0.5f);
}
}
void CrowdNavigation::HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
{
using namespace CrowdAgentFormation;
unsigned index = eventData[P_INDEX].GetUInt();
unsigned size = eventData[P_SIZE].GetUInt();
Vector3 position = eventData[P_POSITION].GetVector3();
// The first agent will always move to the exact position, all other agents will select a random point nearby
if (index)
{
auto* crowdManager = static_cast<CrowdManager*>(GetEventSender());
auto* agent = static_cast<CrowdAgent*>(eventData[P_CROWD_AGENT].GetPtr());
eventData[P_POSITION] = crowdManager->GetRandomPointInCircle(position, agent->GetRadius(), agent->GetQueryFilterType());
}
}